Cinemachine Noise Messes Up Isometric Z as Y Tilemap

I’m trying to use the 6D Shake Cinemachine has built in to shake my camera whenever the player shoots a bullet, but the shake changes the offset of every tile of a different height causing ugly holes between tiles.

Before shake: 193138-before-shake.png
During shake: 193139-after-shake.png
Any way to fix this, or any other way to shake the camera?

I’ve used this with great success in the past. Maybe it will help you.

using UnityEngine;
using System.Collections;

public class CameraShake : MonoBehaviour {

public static CameraShake instance;

private Vector3 _originalPos;
private float _timeAtCurrentFrame;
private float _timeAtLastFrame;
private float _fakeDelta;

void Awake()
{
    instance = this;
}

void Update() {
    // Calculate a fake delta time, so we can Shake while game is paused.
    _timeAtCurrentFrame = Time.realtimeSinceStartup;
    _fakeDelta = _timeAtCurrentFrame - _timeAtLastFrame;
    _timeAtLastFrame = _timeAtCurrentFrame; 
}

public static void Shake (float duration, float amount) {
    instance._originalPos = instance.gameObject.transform.localPosition;
    instance.StopAllCoroutines();
    instance.StartCoroutine(instance.cShake(duration, amount));
}

public IEnumerator cShake (float duration, float amount) {
    float endTime = Time.time + duration;

    while (duration > 0) {
        transform.localPosition = _originalPos + Random.insideUnitSphere * amount;

        duration -= _fakeDelta;

        yield return null;
    }

    transform.localPosition = _originalPos;
}
}

And of course, call it from anywhere by using: (I imagine you can add this to your projectile firing script with ease)

CameraShake.Shake(0.25f, 4f);